Space Engineers

Space Engineers

-KING's- Cheap Conveyors
48 Comments
Pluslerin 1 Feb, 2024 @ 7:58pm 
@code the large grid variants dont work too, also i dont know if its caused by this mod but small grid angled conveyor frames dont work
THERADP0THEAD 4 Jan, 2024 @ 6:27am 
question not really a question more like a suggestion is there anyway we can get sorted conveyors ? like varrients of the sorter same ways or just a feat for targeting ?
skingnet  [author] 5 Aug, 2023 @ 10:38am 
@code thank you for the feedback and all the isolation testing! I will take a look and get it squared up
code 3 Aug, 2023 @ 7:00am 
Small grid L, C, T, and straight cube blocks are all not working. They don't connect (yellow lights) and don't transfer items. Did individual tests on each block to confirm on powered grid(s). Only SG block that works is the angled L. Tested on MP torch server (all latest).
skingnet  [author] 28 Jul, 2023 @ 10:29am 
@Archie thanks for the feedback, I understand why the PCU is set to what is set to... however, the mod was commissioned, and the guy paying wants as many blocks to be 1 PCU so he can get more content in his server. The content he makes (or anyone who abuses this) is their own lag to deal with :)
Archie 28 Jul, 2023 @ 1:09am 
Fantastic mod for performance. Is there a reason why you set PCU to 1? If I understand it correctly the performance impact of conveyors is the same, but using longer conveyors reduces the performance impact, so in theory shouldn't they still be set to 10 PCU to not skew the true PCU total of a grid? Thanks!
skingnet  [author] 29 Jan, 2023 @ 1:04pm 
Anytime! And if something else looks off on one of my mods please don't hesitate to speak up in the future.
Dragon Fire 813 29 Jan, 2023 @ 10:32am 
Ok, then. Thanks for fixing the mount points.
skingnet  [author] 29 Jan, 2023 @ 9:49am 
as far as build info not showing it airtight, it's wrong. that is all.
skingnet  [author] 29 Jan, 2023 @ 9:44am 
that's because there are six sides to a cube no matter the shape, it is likely not counting every block space as it's own face because all block faces on the same side are one to this calculation. nothing wrong with airtightness, and the mount points have been addressed. thanks for the pics, update coming soon
Dragon Fire 813 28 Jan, 2023 @ 9:07pm 
If you look at the build info text (top right of image) for both of the airtight images it says that only 6 faces are airtight.
Dragon Fire 813 28 Jan, 2023 @ 8:54pm 
It looks the same for each duct length just with more blocks in between the ends. Also it says that each length has only 6 airtight faces.
Dragon Fire 813 28 Jan, 2023 @ 8:48pm 
In terms of images I got 2 for you, one for mount points (yellow overlay) and one for airtightness (blue overlay)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2925198580
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2925198681
Dragon Fire 813 28 Jan, 2023 @ 8:40pm 
When I looked at it the airtightness with build info it showed only the first block of each duct as airtight.
Dragon Fire 813 28 Jan, 2023 @ 8:37pm 
Ok, thanks.
skingnet  [author] 28 Jan, 2023 @ 10:58am 
@Dragon Fire 813 Just verified the airtightness works as intended, and I made the ducts mountable on all faces, look for the update coming soon
skingnet  [author] 28 Jan, 2023 @ 10:36am 
@Dragon Fire 813 - yeah I'd like to see an image, but not sure how you can get it to me. I did notice the mount points are missing on the ducts, but airtightness is coded the same way as vanilla... I will make some changes and do some side by side testing with vanilla and see if I can't get this squared. Thanks for bringing this up, I currently have a test version I'm working on that has more block variants of the full block variety so I can fix it there and release it all together.
Dragon Fire 813 28 Jan, 2023 @ 2:52am 
Sorta resembles an unfolded box.
Dragon Fire 813 28 Jan, 2023 @ 2:50am 
Just an fyi the mount points as well as the as the airtightness of the conveyor ducts is pretty messed up. (Using build info to see this information) If you want an image of what I mean let me know.
Dragon Fire 813 24 Nov, 2022 @ 10:18am 
No prob, thanks for a great mod.
skingnet  [author] 24 Nov, 2022 @ 8:53am 
@Dragon Fire 813 I'm glad I didn't before now because I know I would have screwed those up too not knowing then what I know now, lol... But I will attempt to get those in the next couple weeks. I've been overloaded with other commitments, thanks for all the support!
Dragon Fire 813 24 Nov, 2022 @ 3:55am 
Another thing, are you still considering adding a straight and corner done like your T and X? I really like the direction markings on them. Having a cheap yet durable straight and corner would make for good weapon mounts and hard points too.
Dragon Fire 813 24 Nov, 2022 @ 3:37am 
The update removed the X and T junction to for me. Had to use spectator and creative tools to fix everything. A minor annoyance, but I'll live. When dealing with community content, especially mods, these things just happen sometimes. Regarding the 3x not functioning, it seems that reloading after the update loaded fixed it. (Also made me realize that I was using the wrong conveyor when replacing the deleted sections. Originally used normal tubes, but replaced with reinforced.)
skingnet  [author] 24 Nov, 2022 @ 3:10am 
@Dragon Fire 813 me too, looks like all the blocks are working from what I can tell... I specifically double checked all 3x versions to make sure I could complete the conveyor chain and get the lights to change accordingly. And the line thickness is a texturing issue I will need to dissect further... At least functionality wise everything seems to be right atm, please let me know if I missed something else. The need to rotate placed blocks only affected people who built with my test version of the mod before it was released. The update removed the previously place 2x 3x and 5x blocks, sorry about that... nothing I can do to reverse that at this point, but it will stay stable going forward.
Dragon Fire 813 24 Nov, 2022 @ 1:41am 
I'm just glad that when blocks get removed via mod shenanigans that mount points on adjacent blocks aren't updated on load, leaving them "technically" still attached to the grid. Otherwise I would have had a few loose conveyor sections in my build and rogue turrets on the base.
skingnet  [author] 24 Nov, 2022 @ 1:09am 
Thank you for all the info @Dragon Fire 813!! It shouldn't have removed anything, but if it did I apologize for the inconvenience, they were coded incorrectly originally and had to be fixed in order to get the lights to work, and this is how the game dealt with it. The reinforced blocks were rotated incorrectly from vanilla and that had to be fixed as well to get mirroring consistent. I'll look into the 3x issue and the other problem might be LOD configuration... good feedback!
Dragon Fire 813 24 Nov, 2022 @ 12:00am 
I also noticed that parts that have thin black lines on vanilla pipes and the panel sides of reinforced tubes are much thicker on your blocks, which makes them stand out when next to regular ones.
This is more of an aesthetic pickiness than a problem, they don't quite fit-in in the same way now.
Dragon Fire 813 23 Nov, 2022 @ 10:58pm 
Also the 3x reinforced conveyor will not count as a finished conveyor connection.
Dragon Fire 813 23 Nov, 2022 @ 10:29pm 
No prob, also that update removed EVERY placed non-vanilla block from the mod.
skingnet  [author] 23 Nov, 2022 @ 4:15pm 
HEAD's up!! If you used the Ducts before today, you will need to break and replace each one because they were oriented incorrectly for proper mirroring... This only affects the reinforced ducts and should be easy to fix because they are made for the outside of your ship anyway, apologies for the inconvenience.

@Dragon Fire 813 I really didn't want to change the in game functionality, sure it can be done but I specifically made it work like what people are used to
Dragon Fire 813 11 Jul, 2022 @ 5:21pm 
Doubt it's possible, but it would be neat if there was a way to dynamically replace the first part on modded conveyors with nanofiber to stream line conveyor placement. It would only work if the first part was a vanilla component.
Dragon Fire 813 10 Jun, 2022 @ 11:45am 
No problem
skingnet  [author] 9 Jun, 2022 @ 10:21pm 
If anyone was (or is still) having issues making nanofiber components in survival please note the mod has been fixed but may require you to remove any internal plates that have a negative number in your inventories, especially if you have a -0 item... this was confusing the assembler so it is no longer a requirement, but you still need to clean it up on your end if it is getting in your way.

Thanks to @Dragon Fire 813 and @Western Page for helping bring my attention to the internal plate as a problem in the first place...
Dragon Fire 813 1 Jun, 2022 @ 2:44pm 
No prob. You modders tend to add more longevity to these kind of games, so thank you for making cool and useful mods.
skingnet  [author] 1 Jun, 2022 @ 10:09am 
@Dragon Fire 813 More good suggestions! I do have them as 1, but the game translates that to .33, I would need to change the blueprint to 3 internal plates (to make the game say show 1 required, strange) I also like the idea of the straight and corner, so when have some free time I will throw those in too! Thanks for taking the time to give the feedback, much appreciated!
Dragon Fire 813 31 May, 2022 @ 3:29pm 
Also maybe in the future a straight and corner version done in your full block style.
Dragon Fire 813 31 May, 2022 @ 1:10pm 
One more small suggestion, the interior plate requirement of the Lining component should either be 0.5 or 1.(would possibly be stronger as a result?) As it stands now with it at 0.33 you will almost always have a partial interior plate in your inventory. That could possibly mess with inventory scripts or printer setups.
Dragon Fire 813 31 May, 2022 @ 11:41am 
Neat adding it back in now.
skingnet  [author] 31 May, 2022 @ 8:12am 
Thanks @Dragon Fire 813 for the suggestion and feedback!

I swapped out silver for iron. All three metals can be acquired early game through stone refining, but Iron comes out more abundantly and is stronger than both of the other two metals IRL anyway... My goal was to make conveyors harder to destroy, not create :)
Dragon Fire 813 25 May, 2022 @ 9:39am 
Thanks, I really like the direction graphics on your added junctions, makes it a lot easier to tell orientation at a glance.
skingnet  [author] 25 May, 2022 @ 8:37am 
Good input, I don't want to make conveyors too expensive. Let me think upon this and I will make an adjustment... look for an update soon.
Dragon Fire 813 24 May, 2022 @ 1:26pm 
Could you possibly switch out silver with nickle, or a nickle/silicon combo? Starting in a situation without silver (such as splitsie's "Survival Impossible" scenario which I am playing) basically means you can't pipe up anything unless you connect directly a machine or cargo port.
skingnet  [author] 19 May, 2022 @ 9:20pm 
no worries! there was a problem with the mod... It missed an updated or something, was not up to date with my mod.io version so thank you! If you didn't say anything this version would have remained broken for who knows how long?!
Quicksilver Ninjato 19 May, 2022 @ 6:05pm 
Everything works as documented. I am bad :snaggletooth:
Quicksilver Ninjato 19 May, 2022 @ 6:04pm 
I was WRONG, I was standing under a small grid ship that was docked above me and saw a close up of the small block conveyor junction. sorry
skingnet  [author] 19 May, 2022 @ 4:14pm 
I'm not sure exactly what you are trying to say, but let me try to be clear... I'm not changing any ports on vanilla. I am only reducing PCU to 1 on all simple conveyor types. I also recently added a new component to strengthen them so they don't break so easy in combat. But the new blocks I made are on their own menu, away from the original vanilla conveyors, they didn't replace anything in vanilla - only added options that didn't exist before Most Wanted.
Quicksilver Ninjato 17 May, 2022 @ 6:27pm 
Well this also changes the port sizes on the vanilla conveyor junction so it does not have six large ports. So there is no option for when you actually need it